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vk_blit_screen: Recreate FSR when frame is recreated

* Depends on the layout dimentions and thus should be recreated as well
This commit is contained in:
GPUCode 2023-04-10 15:26:59 +03:00
parent 50791cb974
commit 1d7abac84b
1 changed files with 1 additions and 1 deletions

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@ -450,7 +450,7 @@ void BlitScreen::DrawToSwapchain(Frame* frame, const Tegra::FramebufferConfig& f
const Layout::FramebufferLayout layout = render_window.GetFramebufferLayout(); const Layout::FramebufferLayout layout = render_window.GetFramebufferLayout();
if (layout.width != frame->width || layout.height != frame->height || if (layout.width != frame->width || layout.height != frame->height ||
is_srgb != frame->is_srgb) { is_srgb != frame->is_srgb) {
scheduler.Finish(); Recreate();
present_manager.RecreateFrame(frame, layout.width, layout.height, is_srgb, present_manager.RecreateFrame(frame, layout.width, layout.height, is_srgb,
image_view_format, *renderpass); image_view_format, *renderpass);
} }